mike's digital anthology - 2010-02-03 06:15:13
I had been lucky enough to be a part of a very cool project taking place at the Fisheries Centre at the University of British Columbia. In a nut shell, we are trying to create a 3D underwater visualization using the Blender Game Engine to display scientific data in a more pleasing way. Basically translating a stream of mind-numbing data:

into something prettier:

The visualization data is coming from EwE6, a well-respected ecosystem modeling software. Blender uses inputs such as biomass, water turbidity and light level to create a realtime visualization that allows the user to ’swim’ around in the ocean, watch the schools of fish interact, and see their population change over time.
To accomplish all this, the project consists of 3 layers:

The server core does all the heavy computation while the visualization layer does all the graphics, AI, as well as user interaction. To facilitate the communication across these two separate processes, a third layer (called the GameClient) is created, providing the bridge.
Being a Blender artist, my main focus is on the visualization layer: the Blender Game Engine. In the following few posts, I will outline the process in creating this application, and describe some of the issues we faced. Please leave a comment if you are interested, it will motivate me to write more :)